
Kazmuk Kalingston |

"Aye, so we either climb into the place or unlock the front door. What should we do?" Kazmuk thinks to himself. "I'm ok with either but I think the climbing route risks less battle and keeps us safe for longer."
He turns to Derrol. "Aye don't speak for the others, but I'd be happy to escort you back after we get back our Elder."

Thalassa Tempestail |

I am back from vacation and slowly updating the games.
"So that building is called Rusthenge? Why is that so? Is there something in its name?" Thalassa inquires, wanting to know if there is a reason why is it called Rusthenge, if any.

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If we are in Thassilon, why was the Elder surprised to see a Thassilonian ship in the harbor?
Blueberry Peat frowns. "I am afraid that I cannot climb very well. But I'm small, so if someone wanted to climb up and lower a rope to me, I could hold on while you pull me up. Who knows, this key might be useful once we're inside anyway."

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Darrol looks at Thalassa when she asks about Rusthenge, I dont know much, but I stay away from the place— went there once years back and felt likeI was being watched; that was enough for me! But lately, I’ve been seeing weird lights up there late at night. Nothing bright. Thought I was imagining it the first time.
And I doubt you can see them at all from down in the village. But up here, on this cliff, you’ve got a better view of Rusthenge, and yeah.
Weird lights. My take is that them Thassilonians are up to something there, and makes sense since Rusthenge is one of their old buildings anyway, yeah? Beyond that I dont know.
So explore the town more or head out to the place?

Thalassa Tempestail |

"Let's explore the town and see if we can learn more from the townspeople." Thalassa suggests. She thinks there is more to know before they head out to the place. It seems dangerous to them without some information they should know, she thinks.

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I'm not seeing Rusthenge on the map, actually. Which building is he indicating that he calls Rusthenge?
Blueberry Peat nods to Thalassa. "Yes, makes sense to look around a bit, I suppose." They glance toward Darrol. "Is there anyplace else around town you'd suggest we might find some useful information?"

Caleb Squallbane |

"It's best we know as much as we can before we head there. It's certainly dangerous." Caleb is a bit suspicious of the strange man, but he seems to have good reasons to stay away from the place.

Kazmuk Kalingston |

"Are ye sure ye want to take yer time? Elder Ordiwi may be in trouble. Aye say we rush in now before they do anything bad to her." Kazmuk says impatiently.

Kwai Chang Caine. |

The Amurrun yawns at all the talk of talking.
Kazmuk has a valid point. Elder Ordwi may be at peril.
The swashbuckler grins at Jacen.
Perhaps. How far apart are the two places from each other?

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I'm not seeing Rusthenge on the map, actually. Which building is he indicating that he calls Rusthenge?
Blueberry Peat nods to Thalassa. "Yes, makes sense to look around a bit, I suppose." They glance toward Darrol. "Is there anyplace else around town you'd suggest we might find some useful information?"
Its on B7. that the Island and on it is Rusthendge. If I wasnt clear, the temple to Gorum is B4 and thats where the Gorumites keep taking people. This may change your decision.

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"Let's go to Stonehome and see about helping Elder Ordwi, then. We have the key for there, so should just use that. We should be as sneaky as possible." They glance at the group, clearly a bit skeptical that the "sneaky" plan will last very long.
It looks like we'll pass the drydock on the way. I don't see any reason why we would stop to explore it, but if it stands out and we see anything worth investigating, we could look into it on the way.

Thalassa Tempestail |

"Alright then." Thalassa agrees to the plan.

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Off to Stonehome! You approach the fort. There is a massive gate hiding the fortress monastery. How do you want to get in? Knock on the front door?

Jacen Benedictt |

Off to Stonehome! You approach the fort. There is a massive gate hiding the fortress monastery. How do you want to get in? Knock on the front door?
Why don't we look for what seems to be a door that the key BP made would fit into? It is unlikely that it is a key to the gate ...

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The key is to the front gate. They "borrowed" it from the guard and made a mold of their key to the main gate.
GM: Do we have a map of the Stonehome area? Is there anyone that we see posted as a guard near the front gate?
Blueberry Peat says, "If they have a guard near the front gate, we should see if there is a way we could generate some sort of distraction... lure them away, perhaps, and then sneak through. This way they wouldn't even know we're inside."

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map!
Checking around, you just see a fortress built into the side of a hill. No one is in front since the gate and the lock should keep them all out.

Kazmuk Kalingston |

Kazmuk considers knocking on the door but then realises that doing so is probably pretty unwise if you can't talk your way out of a paper bag.
"Behind me, lads, ladettes and ladtrees. We had better prepare for a fight once we go in." He says as quietly as he can manage.
As stated in my profile, Kazmuk's shield is raised.

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Peat steps up and uses the key to unlock the gate, as quietly as possible, then scurries back behind the more frontline adventurers. They pull their hand crossbow.

Jacen Benedictt |

Caine purrs
Didn't that old Hermit dude just tell us about a simple climb down to a secret, easy access point?
"He did ... but we hadn't mentioned the idea of sneaking in at night with the key it was best that he didn't know that we have since it seems he will tell almost anything to almost anyone and there's no telling how many people already know that we wanted to come here to rescue the elder."

Thalassa Tempestail |

Thalassa waits as Peat opens the gate with the key they have.

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Is it nighttime, then?

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If you want nighttime, you can easily wait till then!
Also lets all roll stealth as you carefully open the door... in the dark... to the crazy cult/religion base....

Kazmuk Kalingston |

Not sure if going at night is best for the party. At least I have darkvision...
Stealth (lol): 1d20 + 1 ⇒ (2) + 1 = 3
Kazmuk sneezes loudly and gives away his position easily.
"Ah...Ah...AHCHOO!"

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What is the moon situation? I have low-light vision, which I assume will be sufficient while outdoors at least.
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13
Peat doesn't make too much noise as they open the gate ... but then there's that loud sneeze from Kazmuk.

Thalassa Tempestail |

Thalassa tries to be stealthy.
Stealth: 1d20 + 2 ⇒ (7) + 2 = 9
Or not.

Jacen Benedictt |

What is the moon situation? I have low-light vision, which I assume will be sufficient while outdoors at least.
Stealth: 1d20 + 4 ⇒ (3) + 4 = 7
Peat doesn't make too much noise as they open the gate ... but then there's that loud sneeze from Kazmuk.
Jacen thinks longingly about the day he will be able to levitate himself, and then is snapped back to reality by Kazmuk's respiratory explosion.
STEALTH: 1d20 + 2 ⇒ (16) + 2 = 18
The half-elf does, in fact, seem to almost float over the ground in front of the gate, until Caleb takes out a lot of feelings he was holding in on an unsuspecting branch.

Jacen Benedictt |

Caine sighs.
The swashbuckler takes out a Starknife and Stealthily follows the others.....
[dice=Stealth (U)]1d20+4
... or not so stealthy as the case may be ...

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This courtyard is covered in dirt and weeds. Stonehome, a two-story keep, looms to the north, while a robust twenty-foot-tall outer wall, capped with numerous spikes, protects the keep to the south. A wooden archer’s walkway stands against the inside of the wall, allowing a view of anyone foolish enough to besiege the keep. The eastern portion of the courtyard holds a large roof-covered well, while a small stable stands against the west wall of the valley.
observer perception: 1d20 + 5 ⇒ (13) + 5 = 18

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It's quite here as you haven't raised an alarm yet.... It was a noisy entry, but your luck holds....
You can see the second floor has an exterior where people could see if you you made more noise. Staying in the open would not be a good idea.

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Blueberry Peat heads in and steps off to the side, heading over to some doors on the side and listening in at them.
I've placed myself on the map next to the doors I mean. That may be the stable, I think.

Thalassa Tempestail |

Thalassa silently follows Blueberry Peat. She observes while Peat inspects the stable.

Kwai Chang Caine. |

Caine follows the others to the stables.
Why are we going to the stables? Our query is likely through those other doors that most likely lead inside.
The Amurrun once standing at the stables pulls the doors open and enters...
Exploration mode Search

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These modest stables are in good repair and have two large pens. The smell of hay and animal refuse permeate the air. A large double door exits to the east.
Caine perception: 1d20 + 4 ⇒ (2) + 4 = 6
Caleb perception: 1d20 + 5 ⇒ (2) + 5 = 7
Thalassa perception: 1d20 + 7 ⇒ (20) + 7 = 27
Peat perception: 1d20 + 7 ⇒ (4) + 7 = 11
Kazmuk perception: 1d20 + 4 ⇒ (10) + 4 = 14
dont have yours!

Thalassa Tempestail |

Thalassa silently points out the secret door to others. She attempts to open it, if unlocked.

Kazmuk Kalingston |

Sorry GM. Both in game and IRL, Kazmuk passed out.
Awakening from his sneeze-induced stupor, Kazmuk follows along the party, shield raised in his left hand.
He watches Thalassa's attempt to open the door. If it is locked, he says quietly, "Moind lettin' me force the door open, do ya?"

Thalassa Tempestail |

If locked... Thalassa silently nods with a smile at the barbarian and gives way for him to open the door by force. Though she hesitates and tells him. "I am not sure if it is wise to make noise and reveal our presence in this place." she tells him and waits for others if they agree with the barbarian's approach in opening the door by force.

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You can easily open the door. It leads to a back ally of sorts. No other doors to speak of here, but you could climb up if you wanted to.
The other thing you notice in the stables is a ram. It looks sick.
Map updated.

Kazmuk Kalingston |

Kazmuk goes up to the ram and does a quick once-over to see if he can diagnose what's up with it.
Nature/Medicine: 1d20 + 5 ⇒ (8) + 5 = 13
"...I'm not sure. Where's a druid when you need one?" He asks out loud.